5e SRD Monsters
A complete, searchable index of all monsters found in the Dungeond and Dragons 5th Edition SRD. To filter 5e monsters by size, type, challenge rating -- or to search for a specific monster or by another criteria, hit the filters button below.
Warhorse Skeleton
Darkvision 60 ft., Passive Perception 9
--
Traits
Water Elemental
Darkvision 60 ft., Passive Perception 10
Aquan
Traits
Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.
Weasel
Perception +3, Stealth +5
Passive Perception 13
--
Traits
Keen Hearing and Smell. The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Werebear
Perception +7
Passive Perception 17
Common (can't speak in bear form)
Traits
Shapechanger. The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The werebear has advantage on Wisdom (Perception) checks that rely on smell.
Wereboar
Perception +2
Passive Perception 12
Common (can't speak in boar form)
Traits
Shapechanger. The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Charge (Boar or Hybrid Form Only). If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Relentless (Recharges after a Short or Long Rest). If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Wererat
Perception +2, Stealth +4
Darkvision 60 ft., Passive Perception 12
Common (can't speak in rat form)
Traits
Shapechanger. The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Smell. The wererat has advantage on Wisdom (Perception) checks that rely on smell.
Weretiger
Perception +5, Stealth +4
Darkvision 60 ft., Passive Perception 15
Common (can't speak in tiger form)
Traits
Shapechanger. The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pounce (Tiger or Hybrid Form Only). If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.
Werewolf
Perception +4, Stealth +3
Passive Perception 14
Common (can't speak in wolf form)
Traits
Shapechanger. The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Keen Hearing and Smell. The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
White Dragon Wyrmling
DEX +2, CON +4, WIS +2, CHA +2
Perception +4, Stealth +2
Blindsight 10 ft., Darkvision 60 ft., Passive Perception 14
Draconic
Traits
Wight
Perception +3, Stealth +4
Darkvision 60 ft., Passive Perception 13
The languages it knew in life
Traits
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Will-o'-Wisp
Darkvision 120 ft., Passive Perception 12
The languages it knew in life
Traits
Consume Life. As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.
Ephemeral. The will-o'-wisp can't wear or carry anything.
Incorporeal Movement. The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Variable Illumination. The will-o'-wisp sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.
Winter Wolf
Perception +5, Stealth +3
Passive Perception 15
Common, Giant, Winter Wolf
Traits
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Snow Camouflage. The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Wolf
Perception +3, Stealth +4
Passive Perception 13
--
Traits
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Worg
Perception +4
Darkvision 60 ft., Passive Perception 14
Goblin, Worg
Traits
Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Wraith
Darkvision 60 ft., Passive Perception 12
The languages it knew in life
Traits
Incorporeal Movement. The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Wyvern
Perception +4
Darkvision 60 ft., Passive Perception 14
--
Traits
Xorn
Perception +6, Stealth +3
Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 16
Terran
Traits
Earth Glide. The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
Stone Camouflage. The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Treasure Sense. The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.
Yeti
Perception +3, Stealth +3
Darkvision 60 ft., Passive Perception 13
Yeti
Traits
Fear of Fire. If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
Keen Smell. The yeti has advantage on Wisdom (Perception) checks that rely on smell.
Snow Camouflage. The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.
Young Black Dragon
DEX +5, CON +6, WIS +3, CHA +5
Perception +6, Stealth +5
Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Common, Draconic
Traits
Amphibious. The dragon can breathe air and water.
Young Blue Dragon
DEX +4, CON +8, WIS +5, CHA +7
Perception +9, Stealth +4
Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19
Common, Draconic
Traits
Young Brass Dragon
DEX +3, CON +6, WIS +3, CHA +5
Perception +6, Persuasion +5, Stealth +3
Blindsight 30 ft., Darkvision 120 ft., Passive Perception 16
Common, Draconic
Traits
Young Bronze Dragon
DEX +3, CON +7, WIS +4, CHA +6
Insight +4, Perception +7, Stealth +3
Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Common, Draconic
Traits
Amphibious. The dragon can breathe air and water.
Young Copper Dragon
DEX +4, CON +6, WIS +4, CHA +5
Deception +5, Perception +7, Stealth +4
Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Common, Draconic
Traits
Young Gold Dragon
DEX +6, CON +9, WIS +5, CHA +9
Insight +5, Perception +9, Persuasion +9, Stealth +6
Blindsight 30 ft., Darkvision 120 ft., Passive Perception 19
Common, Draconic
Traits
Amphibious. The dragon can breathe air and water.
Young Green Dragon
DEX +4, CON +6, WIS +4, CHA +5
Deception +5, Perception +7, Stealth +4
Blindsight 30 ft., Darkvision 120 ft., Passive Perception 17
Common, Draconic
Traits
Amphibious. The dragon can breathe air and water.